import { Object3D, Material, Texture, Mesh, Line, Sprite } from 'three';

const disposeMesh = (parent, child) => {
  if (child.children.length) {
    const arr = child.children.filter((x) => x);
    arr.forEach((a) => {
      disposeMesh(child, a);
    });
  }
  if (
    child instanceof Mesh ||
    child instanceof Line ||
    child instanceof Sprite
  ) {
    if (child.material.map) child.material.map.dispose();
    child.material.dispose();
    child.geometry.dispose();
  } else if (child.material) {
    child.material.dispose();
  }
  child.remove();
  parent.remove(child);
};
// // 获取所有模型
const getmodle = (group) => {
  var allChildren = group.children.filter((x) => x);
  allChildren.forEach((a) => {
    disposeMesh(group, a);
  });
};

class ResourceTracker {
  constructor() {
    this.resources = new Set();
  }
  track(resource) {
    if (!resource) {
      return resource;
    }
    // handle children and when material is an array of materials or
    // uniform is array of textures
    if (Array.isArray(resource)) {
      resource.forEach((resource) => this.track(resource));
      return resource;
    }

    if (resource.dispose || resource instanceof Object3D) {
      this.resources.add(resource);
    }
    if (resource instanceof Object3D) {
      this.track(resource.geometry);
      this.track(resource.material);
      this.track(resource.children);
    } else if (resource instanceof Material) {
      // We have to check if there are any textures on the material
      for (const value of Object.values(resource)) {
        if (value instanceof Texture) {
          this.track(value);
        }
      }
      // We also have to check if any uniforms reference textures or arrays of textures
      if (resource.uniforms) {
        for (const value of Object.values(resource.uniforms)) {
          if (value) {
            const uniformValue = value.value;
            if (
              uniformValue instanceof Texture ||
              Array.isArray(uniformValue)
            ) {
              this.track(uniformValue);
            }
          }
        }
      }
    }
    return resource;
  }
  untrack(resource) {
    this.resources.delete(resource);
  }
  dispose() {
    for (const resource of this.resources) {
      if (resource instanceof Object3D) {
        if (resource.parent) {
          resource.parent.remove(resource);
        }
      }
      if (resource.dispose) {
        resource.dispose();
      }
    }
    this.resources.clear();
  }
}

export { ResourceTracker, getmodle };
